View Full Version : Character: FoxFire
Cooper 09-17-2003, 08:26 AM Hey guys, i started this guy the night before last. His name is foxfire. hes a cyborg heres some pics so you can get idea what he looks like.
http://www.cooperr.com/stuff/foxfire.jpg
http://www.cooperr.com/stuff/foxfire1.jpg
http://www.cooperr.com/stuff/foxfire2.jpg
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Cooper
09-17-2003, 08:30 AM
oh sorry forgot to mention, Hes all polys. no nurbs will be in the model, The curves are just 3d refrence :p
torbjorn
09-17-2003, 09:50 AM
hard to tell what it will look like in the end due to your images (shaded from viewport only) But as far as i can tell, this looks real good at the moment...i like the wrinkles, though the seam on the chest looks like it's a tad more to the right or it's more like leaning to the right (from my view)
good job, update now !!!:applause: :applause: :wavey:
Cooper
09-17-2003, 10:06 AM
Yea its leaning there, i have it over where the heart would be, not the center of the chest, hehe i need to get you guys some 2d :cool:
lets get the story out to ya guys. He was a marine, but he was captured by the "Robots" and He was implemented with mechcanical parts. I'll try to tell you what he will look like. His left arm will be wires that will connect to the lower half of his body, but teh lower half is a "walker" which walks like a chicken. heh. and his hair there will be metal dreads.:D
and the model is all polys.
torbjorn,
Hehe thanks
-Cooper
*update*
http://www.cooperr.com/stuff/foxfire3.jpg
UtahTeapot
09-17-2003, 10:26 AM
Looking very sweet so far man :buttrock: only thing is looks like a strange pose to be modelling the hands in. very nice details and design. doom inspired?
Be checking this one for updates for sure, cant wait to see a fully textured and lit version. keep up up the good work!
torbjorn
09-17-2003, 10:35 AM
maybe add something on his arms so that you get the whole idea of him wearing this sort of "suit", i guess he is wearing this, due to the wrinkles on his stomach and the throat 'n shiat ;):rolleyes:
Cooper
09-17-2003, 10:39 AM
Yea i see what ya mean, Don't worrie this torso is FAR from detailed. Thanks for the idea tho
torbjorn
09-17-2003, 10:43 AM
sho, no problem :beer:
Cooper
09-17-2003, 11:30 AM
okay update finished the side tube into his lung
http://www.cooperr.com/stuff/foxfire4.jpg
torbjorn
09-17-2003, 11:41 AM
maybe add two buttons like in the picture shown under here :
now it looks like it's a weird hole there, like the cloth is so strong it can make such a hole by itself, if you know what i mean
wgreenlee1
09-17-2003, 12:34 PM
I'd say this is really kick'n a** so far.
Keep on going!
:thumbsup:
Cooper
09-18-2003, 01:32 AM
Here is what his dreads will look like...well teh base, i'll keep ya posted
Edit: i fixed that hole ya was talking about
http://www.cooperr.com/stuff/foxfirehair.jpg
Cooper
09-18-2003, 05:28 AM
Heres the hair, I dunno if youguys will like it, but i love it! it came out how i planned
http://www.cooperr.com/stuff/foxfirehair1.jpg
http://www.cooperr.com/stuff/foxfirehair2.jpg
http://www.cooperr.com/stuff/foxfirehairlights.jpg
Cooper
09-19-2003, 05:24 AM
update :banghead:
http://www.cooperr.com/stuff/Foxfire8.jpg
urgaffel
09-19-2003, 06:47 AM
It makes me think of the Quake 4 models :) Similar stuff with the folds and the bolts and all, which is kind of a good thing. I'm not sure about the dreads though, they don't really do anything for me... The rest is kinda cool. Will the large tube detach from the chest with lots of steam or something? :)
wgreenlee1
09-19-2003, 06:52 AM
Wicked!
Cooper
09-19-2003, 07:11 AM
Well, as for the dreads, they not done, yet:p i have changed some stuff about them. the bottem on them are optical lights. We will see how it works out. although i really like them ;)
EDIT: oh and yea teh pipes detach and attach
Thnaks for the replys
-Cooper
Cooper
09-19-2003, 06:44 PM
okay updates
http://www.cooperr.com/stuff/Foxfire10.jpg
http://www.cooperr.com/stuff/Foxfire11.jpg
urgaffel
09-19-2003, 10:47 PM
Veeery matrixy :)
Cooper
09-19-2003, 10:54 PM
Wait till ya see the torso on ym next update, it won't look that Matrixyyyyy:surprised
Cooper
09-20-2003, 07:28 AM
i THINK i might use those cool down Vents on his shoulders. if anybody thinks no please tell me ;)
http://www.cooperr.com/stuff/Foxfire12.jpg
Cooper
09-23-2003, 11:05 AM
Hey guys, been awhile, sorry for no updates, i had to finish my website. But i do have some updates for ya now,
one question, do youguys like the way the legs are going?
http://www.cooperr.com/stuff/Foxfire14.jpg
http://www.cooperr.com/stuff/Foxfire15.jpg
http://www.cooperr.com/stuff/Foxfire16.jpg
anim8ruk
09-23-2003, 02:02 PM
excellent work!!!
can you tell me how you manage to post large images though??? i can only seem to post really small images and low quality
Cooper
09-23-2003, 02:58 PM
Thanks =) I use the image tag, and i link them from my website
JasonA
09-23-2003, 05:35 PM
looks great :) man it must be painful to be that guy! I'm not sure about the overall legs concept, I woulda expected them to be ALOT smaller. but thats ok. Look forward to a textured version
LowJacK
09-23-2003, 07:48 PM
Your character design has some real potential. I personally don't care for the dread lock looking hair. Bald was better in my opinion.
I'd like to see some design sketches of what you are building. Some of the early planning stuff that you are trying to achieve with this.
P.S. Just noticed your updates on the legs. Don't really care for the Robocop style. Maybe something more spider-ish? Or maybe somthing like tank-treds? Who knows.
Cooper
09-23-2003, 07:55 PM
Thanks for the input guys! yea i was thinking spiderish as well. Yes and as soon as i get my digital camera back i will post my concept on him.
So nobody likes that look ;)
and i have 1 spider vote anybody else?
EDIT* and for the dreads, yea at first i liked them, but now as i see it in 3d they don't look as good as it does on paper=(
Thanks
-Cooper
Cooper
09-23-2003, 08:50 PM
okay i went to the drawing boards, and ima make it like this
http://www.cooperr.com/stuff/Foxfire17.jpg
JasonA
09-23-2003, 08:57 PM
I think I like the robo cop look better myself, but in either case (they're both good ideas) I would reduce the size of that hip join and make the legs alot smaller. its just seems way too huge and out of scale with the upper body :)
Cooper
09-23-2003, 09:06 PM
Awww, I wanted the spider legs big :hmm: Well i'll tell ya what, i'll model them big like i have now, and if ya don't like it i'll shrink them =)
Cooper
09-23-2003, 09:26 PM
okay, i think JasonA was right, they are a bit to big, it seems when i detail the legs they might distract you from the body <the part i want you to see> What do you guys think should i shrink them?
http://www.cooperr.com/stuff/Foxfire18.jpg
hercanic
09-23-2003, 10:35 PM
Dear Cooper:
Looking good, though a little more variation on the wire tubes would help. Smaller legs would be better, both in keeping the attention on the body when they're details, and the fact that the more legs you have, the smaller the indivigual legs can be (look at a single dog's leg versus a single human's). Are the tenticles coming out of his right stump meant to connect into something or are they manipulative devices? Anywho, can't wait to see more of your developement, keep it up! =o)
Cooper
09-23-2003, 10:47 PM
hercanic,
Thanks for the advice man. I'll skrink them now=) as for the wires coming outta his arm, yea its for manipulating doors, vechials and stuff. God i love imagination.
Thanks
-cooper
hercanic
09-23-2003, 10:51 PM
Dear Cooper:
Ah, are you planning to add claws of some sort to them, or do the function together as fingers? Hmm, little hooks and the ability to extend would make a deadly swing attack...
Cooper
09-23-2003, 10:56 PM
Actully i was planning on making plugs/finger like things, when i post my concept art you can get a better idea=) Thanks
-Cooper
hercanic
09-23-2003, 11:29 PM
Dear Cooper:
Yes, I'd like to see your concept sketch. It'd be cool to see where you're planning to go with this character.
Cooper
09-24-2003, 05:02 AM
Hey guys, heres a update, ya have to deal with these crappy pic untill i finish detailing them. and then ya get some renders....the textures...then animated
http://www.cooperr.com/stuff/Foxfire19.jpg
http://www.cooperr.com/stuff/Foxfire20.jpg
Cooper
09-24-2003, 04:13 PM
okay, i started my skin texture this morning. Heres the VERY start of it. youguys go easy on ma, im not a good texturer at ALL, in fact im horrible at it. but if ya see something that needs to be fix hit me hard with the texture stick
http://www.cooperr.com/stuff/skin2.jpg
Dargon
09-24-2003, 05:13 PM
Looking good, I'm keepin an eye on this one...
JasonA
09-24-2003, 07:02 PM
I like it cooper, looks good.:) But I think the pointy spike things coming off the insides of the lower legs is a bit overkill
borchert
09-24-2003, 07:12 PM
I like it !! it's really cool as some of the other said : it's very The Matrix and also Doomy, it almost hurt just looking at it !!
wgreenlee1
09-24-2003, 07:40 PM
HOLY F'n sh*T!!!!
That dude is rockin that mesh!!!
Thats so friggin cool!!!
Why hasnt this thread made it to the front page?
Cooper
09-24-2003, 11:46 PM
Thanks guys, yea im busting my butt over it thats for sure, i m going for a more pale skin look, do you think that would look good?*The very start of my textures*
http://www.cooperr.com/ff/undead.jpg
JasonA
09-25-2003, 02:23 AM
i like the first flesh better :)
Cooper
09-25-2003, 02:29 AM
Actully heh, when ya see the new one im workiing on i think ya might like it, i was using a lambert <big mistake> i didn't relize why i was having that nasty flatshaded skin
Cooper
09-25-2003, 03:10 AM
okay guys heres a update,
i got my digital camra back , so if ya wnat to see come concept work lemme know
http://www.cooperr.com/ff/undead2.jpg
http://www.cooperr.com/ff/undeadupclose.jpg
hercanic
09-25-2003, 05:26 AM
Dear Cooper:
Like I said earlier, I'd definately like to see your concept sketch. FOr the skin, I was going to suggest a paleness where you can see the veins under his skin clearly, but when I looked at your last picture I saw you were doing it already, so koodos on that. =o) The nose seems a bit overly flared and strangly pinched on the outer rim of the nostrils. As someone else said earlier, the spike notches you've got on the inner legs is too gaudy and distracts the eye. Finally, his back, with all those wires, seems like too much. Beware of Rococo design principles. Instead of wires, why not throw in something else for variation, like say a large clear cylinder pump, or multiples potruding from his back, filled with a green (or other color) liquid that nurishes his human body, or fluid for his mechanical parts, or preservation fluid to prevent decay, or whatever. Something more to his design than overdecorated wires.
Cooper
09-25-2003, 05:46 AM
hercanic ,
Wow, man thats a reeally really good idea, thanks i think i'll give it a try
Cooper
09-25-2003, 06:38 AM
okay i colored some stuff, and added all the veins for teh body, i need to add some for the arms....What do youguys think so far? Crappy? good?
http://www.cooperr.com/ff/undead3.jpg
Cooper
09-25-2003, 08:21 AM
okay I can't tell if its good any more haha, i have been staring at it to long, so i think i'll call it a night. if youguys like the texture as is, i'll leave it alone and not add anymore detail, if not please help :cry:, Anyway here it is, and i really hope youguys like it
:banghead:
http://www.cooperr.com/ff/undead4.jpg
dur23
09-25-2003, 08:34 AM
I think it looks great so far. All the lil techy stuff is enjoyable.
For the flesh i would imagine more blues in the undertone. Not uber blues, but kinda 50-25% saturation. Just my opinion tho...
Keep up the kick ass work. Can't wait to see him walkin...
kiko3d
09-25-2003, 09:06 AM
You gotta fix the nose and the lips maybe, and I kind of liked the model more when you got the two mechanical legs for him, the spider look is widely used, maybe something simpler and smaller for the legs would be right for me. And the shader is looking good so far, but and more color diferences and definitely fix the nose and lips.
Kick ass model, kick ass concept!!!
Cooper
09-25-2003, 09:46 AM
Sweet, Thanks guys
borchert
09-25-2003, 10:02 AM
I really like the veins, I have a problem with how pink he is, just a little bit less pink and a litte more pale " whitish" !
Cool !! :thumbsup:
Cooper
09-25-2003, 05:11 PM
okay i made it paler, also as for the concept art, i'll post it later this afternoon
http://www.cooperr.com/ff/undead5.jpg
Levitateme
09-25-2003, 05:20 PM
thats very impressive , so so much detail. remindsme of quake 4, or hellraiser. btw, im glad the dread lock things got taken off. they were neat looking, but i dont think it fit the character is all. but i do reallylike what you have done.
Cooper
09-25-2003, 05:21 PM
Thanks ;)
Dargon
09-25-2003, 05:29 PM
Looking great!
I caught some pics of the Quake 4 characters - and this looks like it would fit right in!:thumbsup:
A couple crits - add more variation to the skin tone - that level of paleness would look best if in bloated areas like the stomach - but darken it around the holes where the technology poke out, and in the aread around the head, back...
Also I think you should vary the hue - make the colour more pinky in the paler areas, and more tanned in the darker areas, with variation in that as well.
And finally, the shieldy-bits on the legs look kinda low-poly. Clean them up a bit, so we don't see the jagged line, or make the jagginess a feature...
That is all, you may go.
Cooper
09-25-2003, 06:16 PM
LOL Dargon
Yea don't worrie i have a list of what needs to get done, im just in texture mode right now, thnaks for the texture tips
ThomasMahler
09-25-2003, 08:00 PM
Yep, this one looks awesome!
I can clearly imagine this one as a boss for Quake IV.
Great job, Cooper!
Jedi_Sav
09-25-2003, 10:11 PM
This is an all around amazing piece of 3D work. Great Job.
If you are looking for a good pale bloated skin tone look for photos of corpse that have been found in water. Yeah I know a bit creepy but it will defiantly give you some great Ideas.
There is a book
Practical Homicide Investigation: Tactics, Procedures, and Forensic Techniques, Third Edition.
I have the first edition but there where some very good photos of a "floater" in the book.
Also if he is stuck in that sitting position all the blood and "Stuff" would settle towards the bottom, or the lowest point.
hope this helps.
Cooper
09-25-2003, 10:41 PM
Thomas Mahler, Haha Thanks man
Jedi_Sav, wow super thanks man. i would have never thought of the Homicide Investigation stuff, my only refrence that i could find was some beetle juice pictures and some zombie pics from google =)
any way im readying the concept art :P don't expect something great i mean this is all early work, and then i lego'd the rest.
Thanks
-Cooper
Cooper
09-26-2003, 12:00 AM
okay heres the my FIRST thoughts on Foxfire <sorry for how big they are guys>
Heres the body
http://www.cooperr.com/ff/2dfoxfire.jpg
Heres muh orignal leg
http://www.cooperr.com/ff/2dleg.jpg
And heres the bones/pump that i had drawn after it was mentioned earlier in teh post
http://www.cooperr.com/ff/2dbones-and-pump.jpg
AND again sorry for the fricking kingkong pictures, but any lower and it would looked like ass
Cooper
09-26-2003, 11:32 PM
okay guys, tell me if ya can se the blue undertones, im pretty much done with teh body i think
http://www.cooperr.com/ff/undead6.jpg
dur23
09-27-2003, 12:45 AM
can't really see the blue:(
Cooper
09-27-2003, 03:07 AM
thats a good thing, because if it wasn't there you could tell :P if you blue it to much it would look bad, its there trust me ;)
Cooper
09-30-2003, 07:09 PM
hey guys, been awhile eh? =P I got that game savage for pc its rocksome if ya likle fps/rts i suggest you try it out, heres my latest in texturing. boy its boring =) well here it is
next time i post a shot it should be done, and after that i'llbe animating him.
EDIT* i already know about the texture thats not lineing up in teh front ;)
http://www.cooperr.com/ff/undead7.jpg
foreverendering
09-30-2003, 07:23 PM
hey coop your model is lookin P-I-M-P man
Cooper
09-30-2003, 07:26 PM
lol, thanks man
Cooper
10-01-2003, 04:36 PM
okay im animating now, heres what it looks like textured
http://www.cooperr.com/ff/undead9.jpg
http://www.cooperr.com/ff/undead8.jpg
AstroSanchezz
10-01-2003, 05:27 PM
hey
that's some crazy stuff
you got there
great modeling
good job
foreverendering
10-01-2003, 05:35 PM
Man, can't wait to see the animation. Pat yourself on the back bro - great job so far
Cooper
10-01-2003, 06:20 PM
okay this is the best i can do forsome reason it is going slow when i uplaod it to the web.
if anybody knows why this is, do tell
Cooper
10-05-2003, 12:27 PM
Hey guys, okay i have had this for 2 days now and just now able to post it. heres a playblast of the final animation. its about 3.8 megs. im sorry for all you 56k'ers =(. please c&c
I'm about to start rendering the final scene
Thanks guys
http://www.cooperr.com/ff/final.avi
-Cooper
Cooper
10-06-2003, 12:07 AM
come on guys? nothing to say?
hercanic
10-06-2003, 02:51 AM
Dear Cooper:
You put "final" as the title, so I'm assuming it's your final walking routine for him? If so, there are a number of issues that need to be addressed. First off, his body should show weight, and should have a secondary action of rocking back and forth as he walks to show a delayed kinetic reaction of independantly moving parts, rather than behave so stiffly and unreactive to his motions. Also, give his walk itself more weight with harder footfals where the body moves towards his raised foot and have the impact show greater strain on the leg as it hits. And although he may be big, I feel his motions are much too slow; speed up that walk! As for the tenticles, give their movement some kind of direction and purpose if they're used as manipulators, as right now they're much too random and the concept of it being an arm replacement is lost and is instead replaced by the feeling of noodles. And definately give his cords more bounce! Without secondary motions such as these to convey a real sense of weight, movement, and add interest, he comes off as frozen and dead in appeal.
Hmm, perhaps instead of rocking back and forth, the main body can lean forward with a slight rocking to show the fact that he's willing these mechanical legs to move him forward.
Also, about his texture; with his pale body, you're going to want to color his metal body in such a way as to contrast the paleness. Dark grays, browns, even black, or perhaps a deep bronze would do. Also, since he's got blue veins showing through, a complementry color to blue worked into the mech body would suit him. Right now it looks almost like he's got a checkerboard texture across the metal.
Anywho, hope this helps, and good luck! It's coming along splendidly.
Cooper
10-06-2003, 03:16 AM
thanks ;)
PureFire
10-06-2003, 05:29 AM
thats such a wicked design man...it would fit right in with any Quake/Doom game...awesome.
As mentioned you need more torso movement in the walk cycle. Maybe a slight hunch to his back as he looks too erect.
The only thing that bothers me regarding the deisgn is that he would be quite vulnerable from a rear attack. His periferal vision is limited and as the tubes from his body are connected directly to the frame of the leg mechanism he wouldnt be able to spin his body around while keeping his feet stationary.
Just a thought :D
Cooper
10-06-2003, 10:56 AM
lol purefire, i love yer comment, but all i have to is this, don't all bosses have a weakness ;P How can ya beat something that don't Har har!!!
As for that playblast, i can't stress enough that its a a playblast with a 70% dixv compression with a 15frame skip on it. its horrible so all the stuff your talking about is in there. im rendering now so just youguys wait :P
JasonA
10-07-2003, 01:50 AM
this is lookin pretty cool cooper, nice job! I'm wondering tho if it would help if your textures had a more 'stretched fleshy' color to them where the connection between human and robot occurs. Well I guess the texturing isn't anywhere close to dome, but thought I'd toss that out there.
Cooper
10-07-2003, 02:30 PM
hmmm, i never thought of that, thanks jason. i'll check that out
Jedi_Sav
10-07-2003, 05:36 PM
COOPER!!!
He looks good and dead now.
Need to add a little spring to the rider.
there was an Unreal model/animation on the Finished 3D a few days back he had a great rider bucking all over like he was going to get thrown from his set.
Maybe this guy weighs a lot more but a little spring will help.
btw kick ass textuers on the mech.
Wow! that's amazing man! How long would you say this entire project took you? Excellent job! I especially like the details you added to the model. One other question: What other background do you have with maya? Have you taken classes or are you self-taught? The animation looks great. Keep up the good work.
Cooper
10-07-2003, 08:13 PM
Jedi_Sav, Hah, thanks man, is that post still around ?
H3x, lets see, i started him about 3 weeks ago(mabey a little longer not much because im actully pretty fast at it) now to this moment, and all that time, was modeled/textured/ and animated. Yea, i went to fullsail in florida where i learned to use maya. I poly to poly model( where i extrude edge ) and i think thats about it. ;)
Also for that animation, i just made it so that to show everything can move as high res as he is. If i wasn't getting my reel together i would prolly make a better animation like him killing somebody :P
Thanks for the replys guys
-Coooooooooooper
Jedi_Sav
10-07-2003, 11:30 PM
yo
here is the link
Effigy (http://www.cgtalk.com/showthread.php?s=&threadid=76066&highlight=Unreal)
not saying you have to do something like this but it will give you a good Idea
Plus Mad Props to Skullbox who posted this beast.
Cooper
10-08-2003, 03:04 AM
holy crap! thanks man. yea its something to think about, these are great, yea big props to him for this.
buzzlightyr
10-08-2003, 07:02 PM
cooper sorry no crits or info from me man all i got is a WOW
Cooper
10-08-2003, 08:45 PM
Hehe, thanks buzz:)
buzzlightyr
10-10-2003, 02:07 AM
No problem cooper its well deserved
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